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Best of Planescape (and Birthright, while we're at it)
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<blockquote data-quote="I'm A Banana" data-source="post: 4912817" data-attributes="member: 2067"><p>For Planescape, I'll say these Top 3 Supplements</p><p></p><p>#1: The Planes Of... boxed sets (Chaos, Law, and Conflict). Especially Planes of Chaos. They're all dynamite in their own way, but Planes of Chaos seemed to have the biggest art budget. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Really, since there are three of these, they could count for all three ranks!</p><p></p><p>#2: Uncaged: Faces of Sigil. Stellar art and really useful for actually running a game, complete with interconnected webs of malicious intent!</p><p></p><p>#3: The Factol's Manifesto. <em>AWESOME</em> level of fluff, and the go-to book for faction material (which is part of Planescape's appeal IMO). </p><p></p><p>Honorable Mention to the Planewalker's Handbook, and to In The Cage: A Guide to Sigil. Less jaw-droppingly amazing, but great on a a practical level for running around Sigil and the planes as PS characters (as opposed to just some berk)</p><p></p><p>As far as adventures, I'd go with these three on top:</p><p></p><p>#1: The Great Modron March. Orcus and robots and horror and plane-hopping oh my!</p><p></p><p>#2: Tales from the Infinite Staircase. Loosely linked adventures you can drop off at any point, or string together. Phenomenally useful.</p><p></p><p>#3: Dead Gods. Captures the "belief is power" nature of Planescape pretty dang well.</p><p></p><p>Honorable mention to Faction War. Solid adventure if you want to shake up the setting's assumptions, but has a bit of a bad rap because it was seen as the Death of Planescape. It's really not a bad adventure, but it does change things a lot. </p><p></p><p>I'm sure Shem or Ken or Clueless or someone can give you some deeper insight and some especially unusual choices. I tend to go for the big, epic, sweeping, arty, beautiful, plane-hopping, weird, wild, and, of course, philosophical, but those are just what Planescape is to moi.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4912817, member: 2067"] For Planescape, I'll say these Top 3 Supplements #1: The Planes Of... boxed sets (Chaos, Law, and Conflict). Especially Planes of Chaos. They're all dynamite in their own way, but Planes of Chaos seemed to have the biggest art budget. ;) Really, since there are three of these, they could count for all three ranks! #2: Uncaged: Faces of Sigil. Stellar art and really useful for actually running a game, complete with interconnected webs of malicious intent! #3: The Factol's Manifesto. [I]AWESOME[/I] level of fluff, and the go-to book for faction material (which is part of Planescape's appeal IMO). Honorable Mention to the Planewalker's Handbook, and to In The Cage: A Guide to Sigil. Less jaw-droppingly amazing, but great on a a practical level for running around Sigil and the planes as PS characters (as opposed to just some berk) As far as adventures, I'd go with these three on top: #1: The Great Modron March. Orcus and robots and horror and plane-hopping oh my! #2: Tales from the Infinite Staircase. Loosely linked adventures you can drop off at any point, or string together. Phenomenally useful. #3: Dead Gods. Captures the "belief is power" nature of Planescape pretty dang well. Honorable mention to Faction War. Solid adventure if you want to shake up the setting's assumptions, but has a bit of a bad rap because it was seen as the Death of Planescape. It's really not a bad adventure, but it does change things a lot. I'm sure Shem or Ken or Clueless or someone can give you some deeper insight and some especially unusual choices. I tend to go for the big, epic, sweeping, arty, beautiful, plane-hopping, weird, wild, and, of course, philosophical, but those are just what Planescape is to moi. [/QUOTE]
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